The problem with this feedback is that you are mixing lore between two different franchises. Necromancers in Elder Scrolls don't raise entire armies of the dead at once. Every being in the world is limited by their Magicka, and the amount of Magicka it would take in order to summon an entire undead army is not possible for any Man nor Mer to conceivably obtain. This is the very reason that the discovery of the Eye of Magnus in Skyrim was such a big deal, it was a massive font of Magicka with untapped and unknown potential. Meanwhile, Diablo necromancers are a welcomed practice, often being respected for tending graveside and keeping the dead at peace. In times of strife, the Necromancers in Sanctuary will take their knowledge of the dead and gather up their assistance, but they don't have the same Magicka restriction that people on Nirn do. You can't compare apples and oranges.
Now, on to some actual feedback for Necromancer in Elder Scrolls Online: I agree with the assessment that it is clunky. It lacks proper feedback, Blastbones is horrible and takes an unknowable amount of time to reach its target and then explode (I swear I have seen it disappear before even generating a corpse). The corpse system is a slog, often relying on a weird mini game to set things up before it can be used effectively. I have Blastbones set as the second skill I cast in my rotation specifically so I have enough time for it to explode by the time I get to the skill that needs a corpse on the ground (I run a weird hybrid setup, but the sentiment still applies).
When it comes to the idea of a skeletal army though, I think having a small squad of GOOD skeletal minions is the best option to go with. They aren't great, they aren't weak, just middle of the road. Give us maybe 2 or 3 skills with the ability to keep a skeleton buddy around. Make it so you can swap out the gravestones for a skeletal warrior, blastbones for a wizard and another skill for an archer.
But MOST IMPORTANTLY: ALL minions, from skills and armor effects and whatever else, NEED to share a common tag for boosting their damage. This way things like the Sorcerer passive that boosts Conjured Pet damage can affect all of your minions. It would also help to give them a bit more presence on the field, because man, minions barely contribute anything to DPS. Let the folks have their minion fun!
Necromancer needs two permanent skeletal minions similar in both power, utility, and behavior as the pack leader werewolf's direwolves. If it has to be tied to a skill, make it a "while slotted on either bar" type skill.
Necromancer needs two permanent skeletal minions similar in both power, utility, and behavior as the pack leader werewolf's direwolves. If it has to be tied to a skill, make it a "while slotted on either bar" type skill.
Careful with the permanent pet on backbar idea, that would lead to a lot of uproar about pets needing to be permanent no matter what bar they're on for Sorc and Warden bear eapecially.
Necromancer needs two permanent skeletal minions similar in both power, utility, and behavior as the pack leader werewolf's direwolves. If it has to be tied to a skill, make it a "while slotted on either bar" type skill.
Careful with the permanent pet on backbar idea, that would lead to a lot of uproar about pets needing to be permanent no matter what bar they're on for Sorc and Warden bear eapecially.
people have wanted that for years and years for Warden and Sorcerer
nightbringer1993 wrote: »Necromancer needs two permanent skeletal minions similar in both power, utility, and behavior as the pack leader werewolf's direwolves. If it has to be tied to a skill, make it a "while slotted on either bar" type skill.
Careful with the permanent pet on backbar idea, that would lead to a lot of uproar about pets needing to be permanent no matter what bar they're on for Sorc and Warden bear eapecially.
people have wanted that for years and years for Warden and Sorcerer
For years we have been asking for a refresh. Five years! And when stalking blastbone got removed thing went worst!
We paid for a content we can’t even use because other classes are for too strong compared to us.
Right now we can’t afford to play with our class, and I was forced to leave the game as a result. And you are telling us that warden and sorcerer are more in need where they’re dominating in PvP, tanking and heavy attacks builds!
WE PAID FOR A CONTENT WE CANNOT EVEN USE!!!
Our class is destroyed! We can’t e even use it because other classes are too strong compared to us! And we are being kicked out of groups because we are using the necromancer class!
And we are supposed to accept that state up until winter 2027!
Right now! I feel like I am being exiled because I am a necromancer main. I stopped playing ESO because of the state of the game! And I feel like I wasted my money!